Post by logan9a on Jun 11, 2018 15:23:57 GMT
These are the 'finished versions' of spells I have thus far with the credits.
Note these are not in any sort of order or anything - that will come later.
I just wanted to put out 'here are the ones that sat around long enough (10 days at the time of this writing) that it doesn't seem anyone else has comments on them.
Note - if anyone wants to talk about a specific spell on here, please use that spell thread.
Become Stone (credit: Scott, Pete)
Casting time: 1 round
Range: Self
Duration: 2 minutes
MP cost: 4mp
Your skin hardens, gaining resistance to blows, cuts, stabs, slashes, etc. You are immune all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this transformation is in effect. This provides one place of magical armor and increases unarmed damage by one place, but your movement speed is halved and you take +2 shifts of damage from attacks of the opposing element (water). You may not "become" more than 1 element at a time.
Become Wood (credit: Scott, Pete)
Casting time: 1 round
Range: Self
Duration: 2 minutes
MP cost: 4mp
Your body toughens, yet remains pliable. You are immune all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this transformation is in effect. You are able to parry/dodge 1 extra time at full skill each round. This also increases unarmed damage by one place, but your movement speed is halved and you take +2 shifts of damage from attacks of the opposing element (fire). You may not "become" more than 1 element at a time.
Become Metal (credit: Scott, Pete)
Casting time: 1 round
Range: Self
Duration: 2 minutes
MP cost: 4mp
You transform into living metal. You are immune all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this transformation is in effect. All magical and/or energy (fire, etc) damage is reduced by half (round up). This also increases unarmed damage by one place, but your movement speed is halved and you take +2 shifts of damage from attacks of the opposing element (electricity). You may not "become" more than 1 element at a time.
Meld with Stone/Wood/Metal (credit: Scott)
Casting time: 6 rounds
Range: Self
Duration: Till sunup/sundown or you exit where you are at.
MP cost: 6mp
This spell enables you to meld your body and up to 50kg of non-living possessions into solid stone/wood/metal. You burrow through the stone/wood/metal at contortions speed. If the stone/wood/metal is large enough to accommodate your body in all three dimensions you can hide there. It takes an additional (to the casting time) 6 rounds of burrowing to completely enter/exit any surface. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you and breathe normally. You take two shifts down on the damage table of any physical damage to the stone/wood/metal. The stone/wood/metal’s complete destruction slays you instantly. You can be spotted by various magical means (true sight, magical seeing, etc) but if the opponents don't have this, it's not a bad way to hang out and listen. Note, you may not swim through the substance to 'find a better spot' - it's crawl in like a tick and stay there. If the object is not big enough to 'hold you' entirely, it must be big enough to post a life sized portrait of you upon. You are then considered '2d' and if the object is attacked, you have no damage resistance. Also, anyone with a successful sixth sense/danger sense roll will feel uneasy around you or in the room you are secreted.
Stone/Wood/Metal Port (credit: Scott)
Casting time: 5 rounds
Range: Self
Duration: Instant
MP cost: 6mp
Only castable while melded with Stone/Wood/Metal. This spell allows the caster to wormhole from where they are melded to any Stone/Wood/Metal that they have previously melded with up to 1km away. The amount of time to traverse from the starting to the ending spot is one round per meter traveled (and counts against the Meld with Stone/Wood/Metal duration.) Once you arrive, anyone in the vicinity with a successful Sixth Sense/Danger Sense roll will feel uneasy.
Note these are not in any sort of order or anything - that will come later.
I just wanted to put out 'here are the ones that sat around long enough (10 days at the time of this writing) that it doesn't seem anyone else has comments on them.
Note - if anyone wants to talk about a specific spell on here, please use that spell thread.
Become Stone (credit: Scott, Pete)
Casting time: 1 round
Range: Self
Duration: 2 minutes
MP cost: 4mp
Your skin hardens, gaining resistance to blows, cuts, stabs, slashes, etc. You are immune all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this transformation is in effect. This provides one place of magical armor and increases unarmed damage by one place, but your movement speed is halved and you take +2 shifts of damage from attacks of the opposing element (water). You may not "become" more than 1 element at a time.
Become Wood (credit: Scott, Pete)
Casting time: 1 round
Range: Self
Duration: 2 minutes
MP cost: 4mp
Your body toughens, yet remains pliable. You are immune all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this transformation is in effect. You are able to parry/dodge 1 extra time at full skill each round. This also increases unarmed damage by one place, but your movement speed is halved and you take +2 shifts of damage from attacks of the opposing element (fire). You may not "become" more than 1 element at a time.
Become Metal (credit: Scott, Pete)
Casting time: 1 round
Range: Self
Duration: 2 minutes
MP cost: 4mp
You transform into living metal. You are immune all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this transformation is in effect. All magical and/or energy (fire, etc) damage is reduced by half (round up). This also increases unarmed damage by one place, but your movement speed is halved and you take +2 shifts of damage from attacks of the opposing element (electricity). You may not "become" more than 1 element at a time.
Meld with Stone/Wood/Metal (credit: Scott)
Casting time: 6 rounds
Range: Self
Duration: Till sunup/sundown or you exit where you are at.
MP cost: 6mp
This spell enables you to meld your body and up to 50kg of non-living possessions into solid stone/wood/metal. You burrow through the stone/wood/metal at contortions speed. If the stone/wood/metal is large enough to accommodate your body in all three dimensions you can hide there. It takes an additional (to the casting time) 6 rounds of burrowing to completely enter/exit any surface. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you and breathe normally. You take two shifts down on the damage table of any physical damage to the stone/wood/metal. The stone/wood/metal’s complete destruction slays you instantly. You can be spotted by various magical means (true sight, magical seeing, etc) but if the opponents don't have this, it's not a bad way to hang out and listen. Note, you may not swim through the substance to 'find a better spot' - it's crawl in like a tick and stay there. If the object is not big enough to 'hold you' entirely, it must be big enough to post a life sized portrait of you upon. You are then considered '2d' and if the object is attacked, you have no damage resistance. Also, anyone with a successful sixth sense/danger sense roll will feel uneasy around you or in the room you are secreted.
Stone/Wood/Metal Port (credit: Scott)
Casting time: 5 rounds
Range: Self
Duration: Instant
MP cost: 6mp
Only castable while melded with Stone/Wood/Metal. This spell allows the caster to wormhole from where they are melded to any Stone/Wood/Metal that they have previously melded with up to 1km away. The amount of time to traverse from the starting to the ending spot is one round per meter traveled (and counts against the Meld with Stone/Wood/Metal duration.) Once you arrive, anyone in the vicinity with a successful Sixth Sense/Danger Sense roll will feel uneasy.